National Path Specialization

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National Path Specialization

Postby Vane » Thu Mar 01, 2018 3:55 pm

A light and recent thought i could develop given any interest.

What if nations offered "two" paths when ranking. Player would choose at the governor when wanting to advance from citizen either the "Naval" (military) path or the "political path". Each path grants bonuses specific to that line allowing more specialization in a field. New missions need to be created for each paths ranks. Political ranks will always have higher vote power in nations.



Naval Path

Ranks:
Midshipman, Lieutenant, Captain, Commodore, Admiral

Bonuses:
Midshipman - 20% bonus to plunder earnings
Lieutenant - Recruitment costs 25% less "and" 2.5% increased attack bonus for fleets.
Captain - ship repairs cost 25% less "and" 2.5% increased attack bonus for fleets.
Commodore - ship building and cannon purchases 15% cheaper "and" - 1 danger when plundering.
Admiral - Crew and cannon upkeep costs reduced by 25% "and" 5% increased defense bonus for fleets.


Political Path

Ranks:
Noble, Baron, Count, Marquess, Duke, King

Bonuses:
Noble - ship repair costs 25% cheaper "and" officers cost 5% less
Baron - ship building costs 25% cheaper "and" warehouse upgrades cost 10% less
Count - 5% profit on sales (1% for gb) "and" 5% better skirmish evasion
Marquess - ship upgrades cost 10% cheaper "and" influence bonus of 5% when purchasing
Duke - 10% profit on sales (2% for gb) "and" purchase resources at 5% less (1% for gb)
King - 1% fame at update (max 50k), veto votes "and" no influence loss at update

All vote powers remain as are and bonuses stack. If you opt to change your path you lose bonuses from your previous one and must work up the other one.



All bonuses etc. Debatable but i wanted to see what others think of specialized nation paths.
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Re: National Path Specialization

Postby D00T » Thu Mar 01, 2018 3:56 pm

+1
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Re: National Path Specialization

Postby sXs » Thu Mar 01, 2018 4:02 pm

I think if we could figure out a more defined list of "responsibilities" for each path, then this could be a good addition.

Military path requirements
- defense against blockades
- Tie in with letter of Marque somehow

Political path requirements
-nation "happiness index" (or however else CJ describes it in plantation upgrade)
-port supply( again tie in to plantation upgrade)
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Re: National Path Specialization

Postby DezNutz » Thu Mar 01, 2018 4:08 pm

I'm on the fence. There would have to be additional structure to separating the classes outside of just bonuses, such as utilization of certain features would only apply to the respective class.
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Re: National Path Specialization

Postby Vane » Thu Mar 01, 2018 4:17 pm

All great ideas. My aim was not the specifics in this but the idea of specializing within your nation and gaining perks for it. There is far to little specialization in anything within PG in my opinion.

All options should be open to all players if they decide to change up, but all players should not be able to utilize every benefit of the game at any given time. There are pros and cons to any path we take in life, there should be here to. This allows players to strive to be the best in their chosen field.
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Re: National Path Specialization

Postby Zephore » Thu Mar 01, 2018 4:19 pm

Where would the governor of the port be though?
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Re: National Path Specialization

Postby Stan Rogers » Thu Mar 01, 2018 4:37 pm

I have always been an advocate for a national navy to address national issues.
This would be a step towards identifying a simpler mechanism that would make it easier for nationals to implement.
As a concept, I love the idea.
Regarding the perks of such a career path, if the idea gets attention and interest, I'll give it some serious thought.
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Re: National Path Specialization

Postby sXs » Thu Mar 01, 2018 5:12 pm

Governors would fall into political. Their responsibilities will be laid out in plantation upgrade I assume.

I like this as well. Add in national navy, port defenses( I think Dez had a Suggestion for this), and other port building/upgrades....

Another limitless path of upgrades.

I am always in favor of added nation play mechanics.
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Re: National Path Specialization

Postby Shadowood » Thu Mar 01, 2018 5:27 pm

+1
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Re: National Path Specialization

Postby PhoenixKnight » Thu Mar 01, 2018 5:39 pm

If you hold governor for 3 days, you are the rightful governor. If you are a new governor, you are the rebellious governor.

Governor may be toppled over by port citizens due to Black Death, hostile natives, food shortage,...
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